class BloodWatcher extends UTPawn;
   
var(NPC) SkeletalMeshComponent NPCMesh;
var(NPC) class<BloodWatcherController> NPCController;

simulated event PostBeginPlay()
{
   if(NPCController != none)
   {
      //set the existing ControllerClass to our new NPCController class
      ControllerClass = NPCController;
   }
   
   Super.PostBeginPlay();
}

//override to do nothing
simulated function SetCharacterClassFromInfo(class<UTFamilyInfo> Info)
{
}

defaultproperties 
{
	    
   ////Setup default NPC mesh
   Begin Object Class=SkeletalmeshComponent Name=NPCMesh0
      SkeletalMesh=SkeletalMesh'CH_LIAM_Cathode.Mesh.SK_CH_LIAM_Cathode'
      PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
      AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
      AnimtreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
   End Object
   NPCMesh=NPCMesh0
   Mesh=NPCMesh0
   Components.Add(NPCMesh0)

   //Points to your custom AIController class - as the default value
   NPCController=class'BloodWatcherController'
}
